But I see that if you tempt the players with any mechanical continuation or any possible enjoyment after quiting, then, there could be other reasons to quit that the real question, and you don't want that.

Well, they are not totally out of the game. If another player chooses, they can bring that character back into the story for a short time. In fact, I imagine that will happen quite often it a person chooses to walk away. There is a nice bonus for including other people's characters in your story.

OK. This is more or less what I was expecting or looking for, and I was missing. The players who part away are not controlling the game as previously, they cannot initiate active play. But they are still around and can be summoned by other players to participate on their scenes. And you have already include an incentive for this to happen.

I want the players to feel emotion in this game. I want them to feel anger, despondence, fear, sadness, and so on.

This struck me as rather harsh. Is the whole point of your game really to make the players feel nothing but negative emotions when playing it? Not a sales pitch that would attract me. I mean, caring is fine, induced emotion and catharsis likewise, but I would still like to retain at least the chance for joy and fun. Do you see your game as some sort of a therapeutic tool?

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I want the players to feel emotion in this game. I want them to feel anger, despondence, fear, sadness, and so on.

This struck me as rather harsh. Is the whole point of your game really to make the players feel nothing but negative emotions when playing it? Not a sales pitch that would attract me. I mean, caring is fine, induced emotion and catharsis likewise, but I would still like to retain at least the chance for joy and fun. Do you see your game as some sort of a therapeutic tool?

I forgot to list one: Thankfulness. Thankful that the beloved is saved and preserved. Thankful that it's all just imagined. And thankful that we don't face these situations every day. I imagine the game will amplify the appreciation the players already feel for whatever they choose as their beloved. The game does invoke a lot of negatie emotions, but those are contrasted by the knowledge that in real life, those beloved things are with us and not in danger. They comfort us, and we comfort them. Thanks for pointing this aspect out. I should have elaborated on it more.

This all sounds very interesting, but I'd like to hear more about who sets the difficulty level and what the constraints upon it might be. Is it wholly up to the GM, players or the groups as a whole to decide what the level of difficulty in any given situation might be?

I love dystopian (if I can use such a cliche) urban settings, so the brief descriptions of your city sound fascinating. Any chance you'd be able to tell us more about the five areas and how you see them influencing play? On a personal note, this sounds very mcuh like what I should have done years ago with a|state, with a focus on hope and despair!

I'm finally getting around to answering you! I kept trying to think about the best way to answer your question and explain the resolution stuff to you, but then in came to me. That's what the game's text does. Why not just post that? So that's what I'm going to do. These are the sections on rolling dice and narrating the end of a contest.